promotional bannermobile promotional banner

Intera

INTERA is a Minecraft roguelite adventure featuring 300+ unique upgrade cards, progressively challenging nightly waves, epic boss encounters, custom content, and an evolving progression system that makes every run different.
Back to Files

intera-0.1.2.jar

File nameintera-0.1.2.jar
Uploader
Imaperson098Imaperson098
Uploaded
Nov 11, 2026
Downloads
2
Size
5.8 MB
Mod Loaders
NeoForge
File ID
9557849
Type
R
Release
Supported game versions
  • 1.21.11

Curse Maven Snippet

NeoForge

implementation "curse.maven:intera-1781280:9557849"

Learn more about Curse Maven

What's new

Bug fixes

  • Mounted mobs were thinking and then not moving. The horse now follows the plan, and the rider still shoots.
  • The foot-slit check looked at the horse's target, which is usually empty. It uses the rider's target now.
  • Strafing was counted wrong. Walking straight at the pack was treated as a kite, so they led sideways for no reason. A kite is only a real strafe now.
  • Climbing was ignored. They now aim about a block and a half higher when you go up.
  • Archers were stacking on one hole and cancelling each other's dig. One keeps the breach. The others move for a shot.
  • Melee were stopping on the air block outside a wall. Once they reach that spot, they push through and dig from contact.
  • The open-ground ring never tightened, so they circled forever. The ring now closes as they get near.
  • Shot checks used eye height and failed under roofs. They use a standing height now.
  • Two ranged mobs could stop each other from digging every tick. The lower id keeps the block.
  • The guidebook, the enrage line, the shop prices, and the encyclopedia mark text had broken or unclear wording. Those lines are full sentences now.

Added features

  • Enrage. Every 20 seconds, up to six times a night. A red ENRAGE banner shows for about 1.7 seconds at 80% opacity with the break and speed percents. It resets when the wave ends.
  • Pack brain. Each mob reads you, its job, and the rest of the pack. Jobs are chase, left, right, and back. They smooth your movement, lead a sprint, and cut a turn.
  • Calls. A foot-slit, a block you replace, a new breach, and an archer's shot lane are told to the pack. Others leave that angle. Melee step out of an arrow lane.
  • Night plan. Each night rolls one plan, so waves do not open the same way. Hammer stacks the front. Pincer opens both flanks. Skirmish stays wide. Siege holds the archers back. Hunt leads a sprint farther.
  • Reads on you. Stare one down and it baits while the rest wrap your blind side. Eating or standing still while hurt pulls the chase in. A calm camp sends one tester and holds the rest wide. A crowded chase peels onto an empty flank. A wounded chaser peels if a healthy one is still in.
  • Buildings. A roof, enough walls, and air outside counts as a room. They split across doors first, then corners. Archers wait outside until the opening is clear.
  • Foot-slits and filled holes. An opening at their feet with a solid block at head height, while you stand a block under it, is a trap. They will not stand in it. If you replace a block they just broke, that pocket is abandoned and that side takes a new angle.
  • Spawns. Melee roll chase, left, or right. Ranged spawn in the back wedge and do not shoot until the lane is clear of blocks and teammates. Spots stay separated. One mob claims a block. A bumped digger yields.
  • Ashen Sentinel dash is in. Wave mobs do not hit each other. The guidebook describes the pack, the foot-slit, and filled holes.

Balancing

  • Move speed from Enrage stops at three stacks, +10% each, +30% total. Breaking uses all six stacks, +10% each.
  • Normal mobs take 7 seconds a block. Bosses take 0.4 seconds. Both get faster with Enrage, and the boost ends with the wave.
  • Camp distance stays 12 to 26 blocks. Closer is 8 to 18. Wide Camp is 18 to 34. Far Camp adds 8 on the near side and 10 on the far side.
  • Hammer nights spawn and fight tighter. Pincer and Skirmish nights are wider. Siege nights keep melee off you until a ranged lane exists, unless you are hurt or eating. Hunt nights chase a sprint farther and a bit faster.
  • Archers hold fire inside about 4 blocks and past their max range, and they will not shoot through a teammate.
  • Digging plants the mob so it does not slide off the block. A mount uses a wider dig box.
 

This mod has no additional files